102_devill, on 04 January 2017 - 12:14 AM, said:
Did any of you ever see spawn camping in a match which is close (as in close kill tally between the two teams)?
I haven't.
I saw spawn camping usually when the result is something like 5 : 21.
I would say, based on the above that spawn camping isn't really the problem, it is just a consequence of bad matchmaking and imbalanced match design.
So, try to tackle the cause, not the symptoms.
Well that is certainly a good point. In the event where the battle is fought out from the drop zones, there is no issue with camping and you would think that would indicate a fairly even battle and everyone is having fun with a good fight at some line on the map.
However, for those situations where one side fails to hold their line and gets pushed back to their drop zone, which could happen for different reasons, there is no functionality to support this outcome for either team.
The team that has pushed in will wait and pick off survivors so they drop back into those zones one at a time and eliminate them on the drop.
The team that has lost control of their drop zone has to try and force the enemy out but will likely suffer heavy casualties as they have individual mechs drop in just to get wiped out.
The point is, should a team lose control of their drop zone, they still get thrown to the wolves and it is that particular aspect where you drop into a zone only to get wiped out with no chance of survival that is the point of frustration. If you could drop into the zone and have a fighting chance then players do feel like they were still able to play and try to do something. But dropping in and being killed before you can even turn to face the enemy is not what we want to experience. Hence this suggestion for bringing in some functionality to capture the drop zones.
Insanity09, on 04 January 2017 - 02:39 PM, said:
I have seen in several threads, including this one, what seems to be a flawed axiom.
The axiom is that there is nothing beyond the map. Clearly this is incorrect, as even though we have an out-of-bounds, there is more terrain visible past that red line.
My point? In any real world situation where forces were being dropped in, if the intended landing zone was too hot, you would simply drop in another spot.
It would likely be safe to say that the drop zones (DZs), particularly on invasion maps, are, more or less, the closest safe approach to the intended target (at least at the start of the match). The trouble is that the current version of MWO has no provisions for the situation of the DZ being overrun (or landing zone, LZ, in RW parlance), and thus we get the spawn camping.
THe method I favor is that if the program won't allow for the sensible decision of pilots to land their charges in a safe spot, some provision must be made for the DZ to be made safe.
What we have now is the de facto capturing of DZs, but no reaction to it, and thus a string of dead mechs and extremely frustrated players. Not a happy situation.
Changing that to de jure, a defined situation (the 'law' of a captured DZ, if you will) for which there is a response of some sort, might help, but given the current size of the maps and the distance between existing DZs (when there is more than one, defenders often just have only one), there are problems. Thus, we would seem to be back at DZ capture mechanics needing a significant program and functionality change.
A statement on capture methods: even if there is only enemy one mech in a landing zone, that might be too many. One enemy assault in a LZ might easily be able to kill two or even three mechs before they can react, especially if they started facing away from the enemy (random chance).
I personally like the idea of territorial control, pushing for capturable zones and so forth. That would make faction warfare much more of a strategic game. However, right from the start, I would say the entirety of MWO FW would need a rethink. Basically, at that point, we aren't talking about MWO any more, but a different Battletech based game (one I'd still be interested in playing, but not the kinda-FPS we have now).
Insanity makes a very good point here as well.
The maps currently do not allow a form of territorial control and I firmly believe it's this style of game that needs to be moved towards for Faction Play. By this, it's territorial control
within the battle. Presently, territorial control is the tug of war bar we have
outside of the battle and prior to this it was all those little sectors that surrounded the planet in the lobby screen. It was not something that was accompanied by a mechanical effect
within the battle.
I completely agree that Faction Play could really use some
BIG maps.
Rebas Kradd had a very good suggestion and presentation about expanding the scale of Faction Play which I highly recommend everyone to have a look at:
https://mwomercs.com...igger-maps-fun/
While I have some similar ideas about scaling up Faction Play into a continuous battle, those discussions are better for another thread as the point of this topic is just about one small part of the larger picture that I feel would build some depth and new options into the existing modes that will then have greater meaning in an expanded battle concept.
Think of this proposal as one step down that road which could be implemented a bit quicker and easier.
We know the maps can be changed fairly quickly, we have seen it done on the Invasion Maps a few times.
So splitting the drop zones up a bit or adjusting the maps to cater for the separation should not be too much to work on.
Adding the capture functionality is then a next step so we have an in game mechanic that will open up new tactics and help alleviate an ongoing 'player enjoyment' issue.
The step after that would be to look at how can we cleanly and easily designate our drop zones, expand the maps add in new drop zones so we can have a territorial control effect. I believe we can make use of a modified battegrid view to enable this.
I've just come off the back of a Skirmish match in Faction Play where the other team did play very well and pushed us back to our drop zone. In an effort to minimise the issue, our team took high positions to try and force the enemy back out... which was ok for those who had made it to those locations. For the rest of us who were waiting to drop, we landed in a zone with nearly the entire enemy team snapping at our heels. Given my above suggestions, what would have happened is the drop into that zone would have halted while there were enemy mechs in the vicinity. Once my team had cleared the zone the drops would have recommenced. Instead mechs were thrown into the zone and lost without barely firing a shot.
Edited by 50 50, 05 January 2017 - 05:23 PM.